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Repair kits have been banished to the netherworld. Fixed the recipes and removed the lock requirement some had still tied to the them.
Also the defense / fence thingy ;)
(copy paste from Old Earth Tech)
You will have to deconstruct existing containers and rebuild them from scratch for the proper access range to function.
Are you running any other mods that alter the soldering table?
I'm doing another play-through and nearing the ability to craft them. I'll see if I can replicate that.
This can also happen if one of the resources needed is unavailable (i.e. already earmarked for another task or stored in a manner that they can't get to it) or is too far away. Did you notice which resource the craftsman is getting hung up on? Or if they deliver them all successfully and then their ADHD kicks in to do something else?
It's not up to you to share the work of others. I thank you in advance for the hard work this mod must have represented, as well as for showing me the steps to follow to solve my problem.
Your mod is very good for those playing city builders, especially from the merchant scenario which allows you to regulate production excesses and deficits. As you say, you just need to build several mines.
I'm currently testing another solution to reduce the game's resource consumption and PC power: sex mods! More precisely, mods that allow you to put two people in a room instead of one, with a happiness bonus. If I can reduce my base by 20 or 25 rooms, I would be able to save enormous amounts of resources.
Thank you.
What you can do is build multiple mines and assign multiple colonists to them to increase production.
Otherwise, as I mentioned before, you can open the mod in Mod Editor and alter the mine's recipes to produce more to work with your own personal play style.
I may or may not release translations for them in the future using ChatGPT as an assistant since I only speak English, but I can't promise that as it'll be pretty time consuming. If your version of Stranded is localized to your language, you should be able to see the various fields in the Mod Editor in those as well.
So yes, mining is central to my economy... It's not just a supplement.
Well honestly even with the lower selling price I can do it, it just takes me longer because I have to export a lot more.
"I wanted to make sure the mine and Mystical Tree aren't resource cheats, just emergency options for when they're scarce or otherwise unobtainable, while still encouraging you to obtain them in other ways if you can."
I wanted to make sure the mine and Mystical Tree aren't resource cheats, just emergency options for when they're scarce or otherwise unobtainable while still encouraging you to get them in other manners if you can.
There's no plans to add anything that's deliberately OP or cheaty to this mod or the other mods I make, but you can open the mod in Mod Editor and tinker with the values to your preference there if you like.
What's missing from this game is an optional cheat resource, like nuclear fuel was before the update.
Indeed, there are cheats for everything, but the best way to obtain hundreds of electronic components or processors is still to buy them.
I'm asking you this because you're one of the few to have created a mine.
Thank you.
@Tigu thank you, I go to see that.
You get adamantium through an expedition.
To unlock it, you have to research the energy sphere and then wait for a randomly appearing expedition called "Explore the Unknown."
If you follow the progression, you'll get the resource.
And regarding Chee Tah, I'll check again if everything is working properly.
Chee Tah? I don't follow.
I found some bugs.
That's speak of adamantium. Where is adamantium?
And whith Chee Tah the research "battery optilmissation" can't be research.
Thank you.
I'll have to play with the More Storages mod to see. If it's just changing the properties to allow these weapons to be stored on the racks, it should be easy breezy.
However, the tricky part with it is I don't have the original Blender models for the weapons, and I'd need them to create separate entities of a different size if they end up not working as intended. I found a couple on Sketchfab, but that's it.
Only solution is to use new models, which is something I'm looking into. There will be some for the 2.0 update.
Right-click on the Cyberpunk mod and select "Edit." This will create a local copy of the mod, which will always be loaded first, regardless of the Steam version.
After completing your playthrough, simply return to the Mod Editor and right-click "Delete". (This only deletes the local copy, after restarting the game, you'll have the latest Steam version.)
After the next patch, I'll play again myself and give you detailed feedback.
Would love your feedback on some things to help make it the best it can be within the modding skill set that I have.
What are weapons/buildings/items you don't use at all, either because you don't need to or you don't feel they're useful enough?
What improvements would you recommend to existing ones?
What mid/late game tech would you like to see in this mod that isn't here already?
But i have build all cyberpunk batterys with your disabled setting before and they all got the x2 bonus ( and the 2 additional upgrades of my mod ), which are all using the vanilla settings for the ElectrictBatteryOptimization, only altered multiplicators.
I think you can just delete it and be fine. :D
Thanks for the quick replys.